Kivud's Pass cuts through Aberdarae mountain range, providing not only a 2-mile alternative to a 2000 mile trek to the coast around the range, but also access to the rich silver deposits at the heart of the mountains. The area grows prosperous and wealthy both through the silver from the mines, and the gold in the purses of passing traders and weary travellers.
The expeditionary band from Laoshire led by Erias the Sunlord, has been sent through the Aberdarae mountain range to Davermore to make contact with a mighty but mad wizard, who has been attempting to establish magical communication between the two points of light in the darkness. Upon arrival in Kivud's Pass, it becomes obvious that something is amiss: the miners are all sick, and the hospice and temple of Amaunator are overflowing with sick and dying.
Concerned, Erias and his band sought out the mayor and offered their services. The mayor told them of the history of Kivud's Pass, and the Burning Plague that years ago, a crazed Orc shaman prayed down on the town as revenge for the destruction of his tribe. Some months ago, a hobgoblin warband took up residence in the mountains to the north of town, and had to be put down. A small band fled into the Northwest mine, which connects to the underground wellspring that feeds the town's wells. The mayor fears that the same dark god who granted the Orc's prayers so many years ago may have granted revenge to the hobgoblins.
Erias, Tira, Kathra, and the others creep slowly down the stairs of the Northwest mine. Today they are messengers and errand boys no longer.
Today, they are adventurers.
What the hell is this, Legoman?
This is a 4th Edition playtest - the module was taken from Enworld, based on the DDXP information. (No peeking!)
So, combat heavy?
Very. There might be some role-playing later after this first playtest and after the rules proper for 4e are out - but consider this a one-shot for now. That doesn't mean you can't be colorful with your character!
How many can play?
4-6. The following characters are up for grabs:
Erais, Male Human Cleric of AmaunatorKathra, Female Dwarven Fighter // Probably mightyspacepope
Corrin, Male Halfling Paladin of TymoraTira, Female Half-Elf Warlock // Probablt lzrmcdougal
Skamos, Male Tiefling Wizard // Probably Tom Whitbrook
Riardon, Male Eldarin Ranger
Post quickly.
How are you going to be running this?
I don't honestly care how you do your dice rolls. Don't cheat, it's lame.
On your turn, take all your actions. I'll post the vital stats for the enemies so you can write in their reactions as you pick them off. If you have an immediate action that your character can use, write down a set of conditions that would cause you to want to activate it. I'll read those and trigger it for your best interest.
Great, when do we start.
As soon as we have people together.
Posts
Lies.
Please save them to disk though, so that my bandwidth is not raped.
Or not. I guess I'll take the paladin.
"Go up, thou bald head." -2 Kings 2:23
After Corrin moves and the monster acts, it is a free for all until everyone has acted. Try to shoot for a post a day, please.
Also, some quick-start rules, of which you may not have been aware:
Action Points: Using an action point give you another action (standard, move, or minor) on your turn. You can use one per encounter. Start the day with one; gain one more every other encounter. Taking a full rest resets your AP to 1.
Attacks: Roll 1d20 plus modifier against the appropriate Defense: AC, Fortitude, Reflex, or Will. Ranged attacks between normal and maximum range suffer -2 to hit.
Bloodied: You are Bloodied at half your hit point total (round up). The Bloodied condition may allow special actions.
Bull Rush - To initiate a bull rush, you need to make a Strength Check vs. the target's Fortitude Defense. This does not provoke an Opportunity Attack (formerly AoO). If you succeed, you may push the target 1 space. The margin of success doesn't matter, and 1 space is the maximum that a target can be moved with Bull Rush (without taking special abilities).
Charging - Charging in combat is a standard action that allow you to move up to your speed and attack. It grants a +1 to hit, and no penalty to AC.
Combat Advantage: You get a +2 to hit the target. Flanking a target allows you to have Combat Advantage against a target, as do most physical afflictions (such as being immobilized or prone). Being on fire, however, does not grant foes combat advantage.
Cover: If the enemy has cover, take a -2 penalty to attack rolls. Friendly creatures cannot provide the enemy cover, but other enemy creatures can. Total cover, such as an arrow slit, is a -5 penalty.
Critical Hits: Every natural 20 on a d20 attack roll is a critical hit. Confirmation roll no longer needed. All critical hits are confirmed by default. Critical hits apply to spells and wizard/cleric powers too, so long as there is an attack roll. Damage from critical hits is maximized. For example if your attack/power/spell would deal 2d6+3 on a normal hit, a critical hit will deal (2*6)+3=15 damage. Weapons, Magic Items or Powers could alter your critical hit range or damage.
Death and Dying: At 0 hit points, you are unconscious. You die if you reach negative Hit Points equal to your Bloodied value (half your hit points). At the end of your turn, if you haven't been stabilized, roll a d20:
1-9: You get worse. If you get this result 3 times before being stabilized, you die.
10-19: No change.
20: You stabilize.
As a Standard Action, an ally can make a Heal check to stabilize you. If they make DC 15, you are stabilized. If they make DC 20, you haven't used your Second Wind yet this encounter, and you have a Healing Surge remaining, your Second Wind is triggered. If anything heals you, you return to 0 HP before the healing is applied.
Full Defense - You don't take any actions, but you get a +2 to all defense scores until the start of your next turn.
Grapple - You can attempt a grapple check with anything that is within 1 size category of you. To initiate, you make a Strength Check vs. Reflex Defense. This also doesn't provoke an Opportunity Attack. If you fail, nothing happens. If you succeed, you cause your target to be "Immobilized" for one round. The target can escape his immobilized condition using an Acrobatics or Athletics check. You may move the target 1 square by succeeding on an additional grapple check in the following round.
Healing Surge & Second Wind: You have a number of healing surges, each of which may be used out of combat to restore a number of hit points. During combat, you may use Second Wind once per encounter as a standard action to use one of your healing surges to heal – and you receive a +2 bonus to all defenses until your next turn. Some powers are powered by healing surges.
Immobilized: You cannot move on your own: your Speed is 0. Otherwise, you can act normally. Effects that push, pull, or otherwise transport you still work normally. Foes around an immobilized target get combat advantage against him.
Marked: You can only be marked by 1 creature at a time. If another creature marks you, you lose the old mark and gain the new one. You are at -2 on all attacks that do not include the creature that marked you as a target.
You may suffer other penalties for attacking a creature other than the one that marked you, if that creature has such an ability.
Movement: Diagonal movement counts as 1 square. Difficult terrain doubles movement cost. Moving away from an adjacent opponent draws an opportunity attack, unless you Shift.
Ongoing Damage: At the start of each of your turns, you take a given amount of a given type of damage.
Example: “ongoing 5 acid damage” deals you 5 acid damage at the start of each of your turns.
If the duration of the effect is 'save ends', remember that saving throws are made at the end of your turn.
Opportunity Attacks: You can make up to one of these per each opponents turn. Moving away or by an opponent, or using a ranged attack adjacent triggers them. A fighter power allows the fighter to make an opportunity attack against an enemy that shifts (takes a 5' step).
Reach: Creatures with reach only threaten the squares immediately around them, unless they have a special ability. Their full reach is only active on their turn, and cannot be used for opportunity attacks.
Resting. A short rest is 5 minutes, and allows you to use healing surges. An extended rest is 6 hours, and at the end you are fully healed, all healing surges and daily powers restore, action points set to 1.
Running: Add 2 to your speed as a move action when running. Running provides opponents Combat Advantage until the beginning of your next turn.
Saving Throws: To end an ongoing effect, you must make a successful saving throw. At the end of your turn, roll d20. If you roll 10 or higher, the effect ends. Some powers may apply modifiers to saving throws
Shift: You may move one square as a move action without drawing an opportunity attack.
Slowed - The movement of a slowed character drops to 2, and this applies to all movement types except for teleportation.
Stunned - If you are stunned, you can't take any actions for a round, but you no longer drop all of your held items.
Sustain minor: use a minor action to keep doing it.
And, vital stats for this first encounter:
Kobold Minion:
HP: Dies when hit by an attack that deals damage.
AC: 15
Fort: 11
Reflex: 13
Will: 11
Kobold Skirmisher:
HP:27. Bloodied 13.
AC: 15; Fortitude 11, Reflex 14, Will 13
No, sorry, that was just the last tile I had down and I forgot to deselect it before I took the screenshot from the dungeon tile website. It's just normal difficult terrain, like the rest of the rubble squares.
Crovax.436 Steam: Crovaxan
If it's fun to run I'll run another one.
Jordan of Elienor, Human Shaman
"Go up, thou bald head." -2 Kings 2:23
Be advised now guys, that shifting is a 5 foot move action, and any other sort of movement provokes an AoO. Just making sure you guys know for future reference.
Map updated, you might have to refresh the page.
You can all now go in whatever order you happen to post. If your character has the capacity for any immediate actions, post conditions for taking those actions.
Shoe, I was all like 'man, he's boxed in on the stairs, how is he going to...'
'oh'
That's the kind of thing I was hoping would happen, and makes me all the more pissed off at my IRL players for being retarded and acting like they have their feet in blocks on concrete.
I mean, I'm actually stoked about playing an elf-type guy again.
Plus, I've always loved ranger-y characters... and the Ranger abilities Riardon has are sweet!
I get a +2 to AC versus AoO's, just FYI.
Also, can you shift into difficult terrain?
"Go up, thou bald head." -2 Kings 2:23
sorry
Jordan of Elienor, Human Shaman
Whoops, good to know.
Yes, you can shift into difficult terrain.
@Lardalish: Ask away good man!
Guys if this combat takes you more than a round I'll be very upset with you all.
"Go up, thou bald head." -2 Kings 2:23
Just wait until both of your strikers come to bear though, the ranger is dropping 1d10 + 1d8 + 4, and the warlock nearly as much.
Especially if Corrin uses his strike that gives the ranger +2 tohit, you can make short work of these fools.
"Go up, thou bald head." -2 Kings 2:23
My bad.
Your turn .
Pony, if you're not going to play, let me know so I can find a replacement.
Additionally, it's my personal opinion that RPG systems designed originally to be played tabletop are ill-suited for PBP and while I have tried to continue on in spite of that, it is nonetheless something I have come to dislike.
i just hit him for 16.
I'm also banking on that +3 AC bonus from the Paladin stacking with my +2 AC against AoO's (Defensive Mobility) giving me an AC of 22 vs. an AoO by the skirmisher.
Edit: I love 4e Rangers.
You don't get the +3 - Corrin gave it to himself.
It's OK, the kobold rolled a '6'
You take your Fox's Cunning, I've stepped you away, but you rolled a '3.'
The rest of yous, have at. This bugger is at 1 HP.
Yeah, and you hit, who said anything about rolling a three?
:shifty:
Not that it matters, being that the fight is almost over anyways, but I gave the +3 AC to Riardron:
"Go up, thou bald head." -2 Kings 2:23
Corrin knows a sexy unstoppable death machine when he sees one.